We present a force feedback controller for a dexterous robotic hand equipped with force sensors on its fingertips. Our controller uses the conditional postural synergies framework to generate the grasp postures, i.e. the finger configuration of the robot, at each time step based on forces measured on the robot's fingertips. Using this framework we are able to control the hand during different grasp types using only one variable, the grasp size, which we define as the distance between the tip of the thumb and the index finger. Instead of controlling the finger limbs independently, our controller generates control signals for all the hand joints in a (low-dimensional) shared space (i.e. synergy space). In addition, our approach is modular, which allows to execute various types of precision grips, by changing the synergy space according to the type of grasp. We show that our controller is able to lift objects of various weights and materials, adjust the grasp configuration during changes in the object's weight, and perform object placements and object handovers.
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the state in a local area around action variables. We provide extensive details on several design and implementation choices, with a primary focus on achieving a high degree of generality to support a wide variety of different games using different board geometries or other graphs. Secondly, we propose an efficient approach for evaluating active features for any given set of features. In this approach, we take inspiration from heuristics used in problems such as SAT to optimise the order in which parts of patterns are matched and prune unnecessary evaluations. This approach is defined for a highly general and abstract description of the problem -- phrased as optimising the order in which propositions of formulas in disjunctive normal form are evaluated -- and may therefore also be of interest to other types of problems than board games. An empirical evaluation on 33 distinct games in the Ludii general game system demonstrates the efficiency of this approach in comparison to a naive baseline, as well as a baseline based on prefix trees, and demonstrates that the additional efficiency significantly improves the playing strength of agents using the features to guide search.
We present methods for conditional and residual coding in the context of scalable coding for humans and machines. Our focus is on optimizing the rate-distortion performance of the reconstruction task using the information available in the computer vision task. We include an information analysis of both approaches to provide baselines and also propose an entropy model suitable for conditional coding with increased modelling capacity and similar tractability as previous work. We apply these methods to image reconstruction, using, in one instance, representations created for semantic segmentation on the Cityscapes dataset, and in another instance, representations created for object detection on the COCO dataset. In both experiments, we obtain similar performance between the conditional and residual methods, with the resulting rate-distortion curves contained within our baselines.
Model-based approaches to reinforcement learning (MBRL) exhibit favorable performance in practice, but their theoretical guarantees in large spaces are mostly restricted to the setting when transition model is Gaussian or Lipschitz, and demands a posterior estimate whose representational complexity grows unbounded with time. In this work, we develop a novel MBRL method (i) which relaxes the assumptions on the target transition model to belong to a generic family of mixture models; (ii) is applicable to large-scale training by incorporating a compression step such that the posterior estimate consists of a Bayesian coreset of only statistically significant past state-action pairs; and (iii) exhibits a sublinear Bayesian regret. To achieve these results, we adopt an approach based upon Stein's method, which, under a smoothness condition on the constructed posterior and target, allows distributional distance to be evaluated in closed form as the kernelized Stein discrepancy (KSD). The aforementioned compression step is then computed in terms of greedily retaining only those samples which are more than a certain KSD away from the previous model estimate. Experimentally, we observe that this approach is competitive with several state-of-the-art RL methodologies, and can achieve up-to 50 percent reduction in wall clock time in some continuous control environments.
Posing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide \textit{end-to-end art-directable} (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction.
Many important computer vision tasks are naturally formulated to have a non-differentiable objective. Therefore, the standard, dominant training procedure of a neural network is not applicable since back-propagation requires the gradients of the objective with respect to the output of the model. Most deep learning methods side-step the problem sub-optimally by using a proxy loss for training, which was originally designed for another task and is not tailored to the specifics of the objective. The proxy loss functions may or may not align well with the original non-differentiable objective. An appropriate proxy has to be designed for a novel task, which may not be feasible for a non-specialist. This thesis makes four main contributions toward bridging the gap between the non-differentiable objective and the training loss function. Throughout the thesis, we refer to a loss function as a surrogate loss if it is a differentiable approximation of the non-differentiable objective. Note that we use the terms objective and evaluation metric interchangeably. The contributions of this thesis make the training of neural networks more scalable -- to new tasks in a nearly labor-free manner when the evaluation metric is decomposable, which will help researchers with novel tasks. For non-decomposable evaluation metrics, the differentiable components developed for the recall@k surrogate, such as sorting and counting, can also be used for creating new surrogates.
We present a unified deep learning framework for the recognition of user identity and the recognition of imagined actions, based on electroencephalography (EEG) signals, for application as a brain-computer interface. Our solution exploits a novel shifted subsampling preprocessing step as a form of data augmentation, and a matrix representation to encode the inherent local spatial relationships of multi-electrode EEG signals. The resulting image-like data is then fed to a convolutional neural network to process the local spatial dependencies, and eventually analyzed through a bidirectional long-short term memory module to focus on temporal relationships. Our solution is compared against several methods in the state of the art, showing comparable or superior performance on different tasks. Specifically, we achieve accuracy levels above 90% both for action and user classification tasks. In terms of user identification, we reach 0.39% equal error rate in the case of known users and gestures, and 6.16% in the more challenging case of unknown users and gestures. Preliminary experiments are also conducted in order to direct future works towards everyday applications relying on a reduced set of EEG electrodes.
Trustworthy Artificial Intelligence (AI) is based on seven technical requirements sustained over three main pillars that should be met throughout the system's entire life cycle: it should be (1) lawful, (2) ethical, and (3) robust, both from a technical and a social perspective. However, attaining truly trustworthy AI concerns a wider vision that comprises the trustworthiness of all processes and actors that are part of the system's life cycle, and considers previous aspects from different lenses. A more holistic vision contemplates four essential axes: the global principles for ethical use and development of AI-based systems, a philosophical take on AI ethics, a risk-based approach to AI regulation, and the mentioned pillars and requirements. The seven requirements (human agency and oversight; robustness and safety; privacy and data governance; transparency; diversity, non-discrimination and fairness; societal and environmental wellbeing; and accountability) are analyzed from a triple perspective: What each requirement for trustworthy AI is, Why it is needed, and How each requirement can be implemented in practice. On the other hand, a practical approach to implement trustworthy AI systems allows defining the concept of responsibility of AI-based systems facing the law, through a given auditing process. Therefore, a responsible AI system is the resulting notion we introduce in this work, and a concept of utmost necessity that can be realized through auditing processes, subject to the challenges posed by the use of regulatory sandboxes. Our multidisciplinary vision of trustworthy AI also includes a regulation debate, with the purpose of serving as an entry point to this crucial field in the present and future progress of our society.
Classic algorithms and machine learning systems like neural networks are both abundant in everyday life. While classic computer science algorithms are suitable for precise execution of exactly defined tasks such as finding the shortest path in a large graph, neural networks allow learning from data to predict the most likely answer in more complex tasks such as image classification, which cannot be reduced to an exact algorithm. To get the best of both worlds, this thesis explores combining both concepts leading to more robust, better performing, more interpretable, more computationally efficient, and more data efficient architectures. The thesis formalizes the idea of algorithmic supervision, which allows a neural network to learn from or in conjunction with an algorithm. When integrating an algorithm into a neural architecture, it is important that the algorithm is differentiable such that the architecture can be trained end-to-end and gradients can be propagated back through the algorithm in a meaningful way. To make algorithms differentiable, this thesis proposes a general method for continuously relaxing algorithms by perturbing variables and approximating the expectation value in closed form, i.e., without sampling. In addition, this thesis proposes differentiable algorithms, such as differentiable sorting networks, differentiable renderers, and differentiable logic gate networks. Finally, this thesis presents alternative training strategies for learning with algorithms.
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.
Graph Convolutional Network (GCN) has been widely applied in transportation demand prediction due to its excellent ability to capture non-Euclidean spatial dependence among station-level or regional transportation demands. However, in most of the existing research, the graph convolution was implemented on a heuristically generated adjacency matrix, which could neither reflect the real spatial relationships of stations accurately, nor capture the multi-level spatial dependence of demands adaptively. To cope with the above problems, this paper provides a novel graph convolutional network for transportation demand prediction. Firstly, a novel graph convolution architecture is proposed, which has different adjacency matrices in different layers and all the adjacency matrices are self-learned during the training process. Secondly, a layer-wise coupling mechanism is provided, which associates the upper-level adjacency matrix with the lower-level one. It also reduces the scale of parameters in our model. Lastly, a unitary network is constructed to give the final prediction result by integrating the hidden spatial states with gated recurrent unit, which could capture the multi-level spatial dependence and temporal dynamics simultaneously. Experiments have been conducted on two real-world datasets, NYC Citi Bike and NYC Taxi, and the results demonstrate the superiority of our model over the state-of-the-art ones.